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jduteau wrote:

+1 to everything Dave said. That was one of the best postings I've read on the Paizo board.

Yo ho!

Seconded! In all honesty, that wall o' text really sums up my experience with the three sets so far. Shackles really got me with the sense of fun and diversity.

Don't get me wrong, I love the distinctly Diablo feel of wading through the demonic legion, but it's missing the Shackles factor for me at this point. But hey, I'm feeling good about it: we have 5 more APs to go!

I've actually started soloing RotR myself with the class deck Harsk. He's got combat covered pretty well. Barriers in RotR tend mostly towards Dex and Wis, so that works with him, too. His ranged recharge works great with things like throwing axes and darts. Not ideal damage in a lot of cases, but it keeps his hand from getting bogged down with too many weapons. He can also pick up some spells for extra utility, with or without the intention of taking divine skill at role card time. With the vanguard role, he can even stop taking before the encounter damage and take divine if you choose. Plus, ranger so he knows what's coming up!

I agree with you guys that a one-character game is different. It's a completely different game and you have to be prepared to handle most all things. A character with strong Dex and Wis is a good start on that. Because of this, evade all the things Merisiel is nice... But strikes me as boring sometimes.

If you're soloing, be prepared to run out the clock and fail sometimes. It's definitely easier to get in over your head when you're not a well-rounded party.

Some more typos and issues I've noticed:

Damiel is a Genadier.

There is an errant character at the end of the Pirate Queen role description on Jirelle's sheet.

In Harsk's class deck sheet, in his portrait, it would seem there's a shifty monk sneaking up on him...

Minor stuff, but just FYI!

I'm going to have to go with:

Bard: Meliski. For one, he just looks fun. With his reroll power, who doesn't want this dwarf around?

Cleric: Class deck Kyra. I LOVE the cleric class deck. It looks like a lot of fun. Tarlin and Heggal look like loads of fun, but I'm going to have to give it to the lady with the sword. Fireflower, indeed!

Fighter: Tontelizi! There are some good choices here, and part of me wants to agree with you guys on Flenta or S&S Valeros, but the gnomish legbreaker is my pick.

Ranger: Class deck Harsk. One, I like dwarves. Two, the vanguard role. Love it.

Rogue: Olenjack. The flavor and the powers just look fun. Also, dwarf. I want to love Lesath, but I'm just not seeing it.

Sorcerer: Valendron. Yup, love the stormy rangery sorcerer. Don't get me wrong, dragon initiate Seoni seems amazing... But Valendron seems like a character I'd have more fun with.

Wizard: Radillo. C'mon guys... Radillo.

Being the keeper of the box, I generally have to keep quite a bit of stuff that won't fit in the box and be mobile. I picked up a three-ring binder to keep character sheets, sheet protectors, and wet erase markers in. This would also be ideal to keep the play mats stored flat. You could even go as far to pick up three ring dividers with pockets to go in the binder. Several mats would probably slip into one of those.

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I sleeve my cards in Pro-Mattes. I test-fitted the size of a class deck in Ultra Pro 100+ deck box. It's a good fit, so that's what I went with. Not too loose, not too tight.

Sara Marie wrote:
Hawkmoon269 wrote:
Just got my email (yay!). Looks like the PACG Class Deck in my sidecart didn't get included. Are they not available for this month's subscription?
I fixed it for you and sent a new email.

I also have the problem withe PACG class decks not being part of my subscription order. I also can't seem to find the sidecart with anything in it, though I do have a pending order with all the class decks. Is this the same problem or different root cause?

This was our first duo. They're best friends. You wouldn't think they'd make such good friends, but they're inseparable! Besides, Valeros couldn't close unless it involved hitting something or banishing something...

Character Name: Valeros
Role Card: Weapon Master
Skill Feats: Strength +4, Constitution +2
Power Feats: +1 hand size, 1d4+5 to other combat checks, add 2 to acquire a weapon
Card Feats: Weapon +3, Item +2, Ally +2, Blessing +1
Weapons: Flaming Icy Axe +1, Flaming Ranseur +3, Greatclub +3, Shock Greatsword +2 x2, Chellan, Sword of Greed, Karzoug's Burning Glaive, Mokmurian's Club
Armors: Adamantine Plate Armor, Breastplate of Fire Resistance, Chainmail of Cold Resistance
Items: Belt of Physical Might x2, Holy Candle, Revelation Quill
Allies: Charmed Red Dragon, Eagle, Father Zantus, Shaman
Blessings: Blessing of Abadar, Blessing of Gorum x3

Character Name: Lini
Role Card: Wild Warden
Skill Feats: Dexterity +2, Wisdom +4
Power Feats: +1 hand size, weapon proficiency, 1d4+4 to checks for revealing an animal ally, +2 divine when playing a spell.
Card Feats: Weapon +1, Spell +2, Item +2, Ally +2, Blessing +1
Weapons: Deathbane Light Crossbow +1
Spells: Aid, Augury, Find Traps, Holy Light x2, Mass Cure x2, Swipe
Items: Emerald Codex, Ordikon's Staff, Robes of Xin-Shalast, Sihedron Medallion
Allies: Bear, Cat, Monkey, Sabretooth Tiger, Toad
Blessings: Blessing of Abadar x2, Blessing of Erastil x2, Blessing of Nethys

MightyJim wrote:
Crown of Charisma is your friend

I was thinking the same thing, my friend. And now the bearded half-orc hermit has a crown. He's king, you know.

Fenris235 wrote:

Seems like a very playable character to me.

Just any minor tweak, i would drop one of the weapon check boxes and put it to armors. You are solo and don´t have any means to heal yourself, i think you want more armor.

And a little hint from my side, if you really play him solo, i don´t see any chance that you will succeed at "Here comes the Flood".

Yeah, I was wondering about that and Local Heroes. I don't remember, is the Village House one of the locations? Admittedly, it might take a few tries, but the animal companion should help. And a lot of allies have non-charisma options.

Good thought on the armor, too!

Wow. Copy and paste fail on my part. Sorry!

STR 1d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Melee +2
DEX 1d6 [ ] +1 [ ] +2
CON 1d8 [ ] +1 [ ] +2 [ ] +3
Fortitude +1
INT 1d6 [ ] +1 [ ] +2
WIS 1d8[ ] +1 [ ] +2 [ ] +3
Survival +1, Perception +1
CHA 1d4 [ ] +1

I like the character as is pretty well, but that first power really should have "at your location" on it, in my opinion. Otherwise, my gut says it's too powerful. Also, I might say limit it to a card with the Divine trait, a la Kyra. Perhaps look forward to making that a ([] or recharge) as a role?

But yeah! I like the clericky feel. You know, except we're going to try to keep people from getting hurt instead of letting them get hurt and THEN fixing them.

I really do enjoy the 1d4 help to all non-combat checks at that location. I'm going to agree that it sounds fun and innovative. I'm not sure where the balance is on party size, though. I wonder, though, just how usable it really will be? In a small party, it may not be terribly strong. In a large party, that is a lot of locations to cover and only 1 or 2 potentially using it. I'm not sure what I would recommend in it's place or if I would recommend at all. I would certainly be anxious to here how it works out, though!

I'm a little concerned that he might just be a bit like Lem, but potentially less powerful?

Your skill dice add up to 40. Most characters add up to 42. I'd bump up one of your dice.

I'll level with you guys: I like characters that hit things. And I like Lini. So I wanted a Lini that hit things. I'm easy like that. My goal here was to basically combine Amiri and Lini into a single, soloable character. Most of the powers come from either Amiri or Lini's sheet, plus a couple I conjured up myself. Admittedly, he's very reminiscent of both. Divine spell-casting didn't make the cut and with his miserable charisma (let's call him Uncle Grumpy), he probably won't get Father Zantus, so I think he wants animals to recharge plus rechargeable items. He might get bogged down with too many weapons in his hand?

He's designed for pure solo play, mainly for when I'm not playing with either of my main groups. That's the main reason why I wanted to give him the animal reveal power.

Anywho, think grumpy hermit. He doesn't like you, he doesn't like me, but he likes Mr. Scruffy the cat. Hence the charisma. Otherwise, think barbarian and ranger had a baby and then abandoned him to the druids.

Do you guys think the animal companion feat line needs to get toned down? It is in line with Lini, but Lini doesn't have d10 strength, the melee skill, and isn't festooned with weapons.

Also, preference time: for this character, human or dwarf? Does my Pathfinder game really need two woodsy, surly dwarves?

Mercer (human, male, barbarian, druid)

STR [ ] +1 [ ] +2 [ ] +3 [ ] +4
Melee +2
DEX [ ] +1 [ ] +2
CON [ ] +1 [ ] +2 [ ] +3
Fortitude +1
INT [ ] +1 [ ] +2
WIS [ ] +1 [ ] +2 [ ] +3
Survival +1, Perception +1
CHA [ ] +1

Hand Size: 5 [ ] 6
Proficient With: [X] Weapons [X] Light Armor
* When you play an ally with the Animal trait, you may recharge it instead of discarding it.
* You may reveal an ally with the Animal trait to add 1d4 ([ ] +1 [ ] +2) to your check.
[ ] You may move at the end of your turn.

Favored Card Type: Weapon
Weapon 4 [ ] 5 [ ] 6 [ ] 7
Spell -
Armor 2 [ ] 3
Item 2 [ ] 3 [ ] 4
Ally 3 [ ] 4 [ ] 5
Blessing 4 [ ] 5 [ ] 6

[ ] Heavy Armor
* When you play an ally with the Animal trait, you may recharge it instead of discarding it.
* You may reveal an ally with the Animal trait to add 1d4 ([ ] +1 [ ] +2 [ ] +3 [ ] +4) to your check.
[ ] You may move at the end of your turn.
[ ] You may bury a card to add 1d10 to your Strength, Melee, or Constitution check.
[ ] When you are dealt non-combat ([ ] or any other type of) damage, reduce that damage by 1.
[ ] Add 2 to your check to close a location ([ ] or acquire a weapon).

Hand Size [ ] 7
* When you play an ally with the Animal trait, you may recharge it instead of discarding it.
* You may reveal an ally with the Animal trait to add 1d4 ([ ] +1 [ ] +2 [ ] +3 [ ] +4) to your check.
[ ] You may move at the end of your turn. [ ] You may automatically succeed at any check to move or resist being moved.
[ ] You may bury a card to evade your encounter.
[ ] When you are dealt non-combat damage, reduce that damage by 1.
[ ] Add 2 to your check to close a location ([ ] or acquire an ally).